Dana App

Dana App

Dana App

Digital Finance Case Study

Digital Finance Case Study

Digital Finance Case Study

Industry

Industry

Fintech

Fintech

From Indonesia

From Indonesia

DANA is one of the largest digital wallet applications in Indonesia, launched in 2018. With more than 180 million users (2025), DANA has become a non-cash transaction solution that is widely used by people for their daily needs—from money transfers, bill payments, top-ups, to shopping at merchants with QRIS.

DANA is one of the largest digital wallet applications in Indonesia, launched in 2018. With more than 180 million users (2025), DANA has become a non-cash transaction solution that is widely used by people for their daily needs—from money transfers, bill payments, top-ups, to shopping at merchants with QRIS.

DANA is one of the largest digital wallet applications in Indonesia, launched in 2018. With more than 180 million users (2025), DANA has become a non-cash transaction solution that is widely used by people for their daily needs—from money transfers, bill payments, top-ups, to shopping at merchants with QRIS.

Role

Role

UI/UX Designer (Full Stack)

UI/UX Designer (Full Stack)

UI/UX Designer (Full Stack)

Duration

Duration

September 2025 (3 Days)

September 2025 (3 Days)

September 2025 (3 Days)

Objective

Objective

However, data shows that churn rates on first use are very high, reaching 70%. This indicates that many new users haven't found a compelling reason to return after trying the app. The key challenge isn't just the payment functionality, but also how to deliver a valuable experience. Users need to be stimulated with interactions that are more social, enjoyable, and relevant to their needs. Therefore, design interventions are needed to improve long-term retention and engagement.

However, data shows that churn rates on first use are very high, reaching 70%. This indicates that many new users haven't found a compelling reason to return after trying the app. The key challenge isn't just the payment functionality, but also how to deliver a valuable experience. Users need to be stimulated with interactions that are more social, enjoyable, and relevant to their needs. Therefore, design interventions are needed to improve long-term retention and engagement.

Problem statement

Problem statement

70% of users quit after trying the Split Bill feature for the first time. Indications: The app fails to provide a reason to return (habit-forming cue) or the flow is too demanding.

70% of users quit after trying the Split Bill feature for the first time. Indications: The app fails to provide a reason to return (habit-forming cue) or the flow is too demanding.

Hypothesis

Hypothesis

Value Gap

Value Gap

Users feel that the application is the same as manual notes, there are no additional benefits.

Users feel that the application is the same as manual notes, there are no additional benefits.

Complex Onboarding

Complex Onboarding

Users are confused when adding/managing tasks.

Users are confused when adding/managing tasks.

Goal Evaluation

Assessing retention & churn rates

Assessing retention & churn rates

Do users return to using the Split Bill feature after the first use, or do they stop?

Do users return to using the Split Bill feature after the first use, or do they stop?

Identifying key pain points

Identifying key pain points

From the dataset (although synthetic), see the most common reasons users unplug: it's complicated, there are no notifications, or because their friends don't use it.

From the dataset (although synthetic), see the most common reasons users unplug: it's complicated, there are no notifications, or because their friends don't use it.

User flow

User flow

Create Split Bill

Create Split Bill

Input Amount

Input Amount

Select Participants

Select Participants

Request Sent

Request Sent

Payment

Payment

Wireframe

Wireframe

I chose to skip the traditional sketching phase and directly built the wireframes using Figma. For me, this method is more efficient and allows faster iteration and adjustment. It also helps me visualize layout, spacing, and structure more accurately from the start.

I chose to skip the traditional sketching phase and directly built the wireframes using Figma. For me, this method is more efficient and allows faster iteration and adjustment. It also helps me visualize layout, spacing, and structure more accurately from the start.

High-fidelity

High-fidelity

This high-fidelity prototype maintains the original style guide and colors of the Dana App. Based on the research findings, the existing visuals already provide a user-friendly and accessible experience. Therefore, my iteration focused on enhancing features to support user needs, without changing the already strong design identity.

This high-fidelity prototype maintains the original style guide and colors of the Dana App. Based on the research findings, the existing visuals already provide a user-friendly and accessible experience. Therefore, my iteration focused on enhancing features to support user needs, without changing the already strong design identity.

Usability test

Usability test

We conducted usability testing with 50 participants across both iPhone and Android user to evaluate key user flows, ease of use, pain points, and overall satisfaction. The insights helped identify cross-platform differences and prioritize improvements for a more consistent and seamless experience.

We conducted usability testing with 50 participants across both iPhone and Android user to evaluate key user flows, ease of use, pain points, and overall satisfaction. The insights helped identify cross-platform differences and prioritize improvements for a more consistent and seamless experience.

Test scenario 1

Open Split Bill feature from main menu

Open Split Bill feature from main menu

Create a new split bill.

Create a new split bill.

Add participants (friends/contacts).

Add participants (friends/contacts).

Enter total amount & split method.

Enter total amount & split method.

Confirm and save the split bill.

Confirm and save the split bill.

Test scenario 2

Test scenario 2

Open Split Bill feature from main menu

Open Split Bill feature from main menu

Locate an existing split bill.

Locate an existing split bill.

Review details of the bill.

Review details of the bill.

Choose your payment method

Choose your payment method

Confirm and complete payment.

Confirm and complete payment.

Cohort Insight

Cohort Insight

Funnel Insight

Funnel Insight

Created Split → 50 user (100%)

Created Split → 50 user (100%)

Completed Payment → 23 user (46%)

Completed Payment → 23 user (46%)

Returned 7d→ 35 user (70%)

Returned 7d→ 35 user (70%)

Retruned 30d→ 30 user (60%)

Retruned 30d→ 30 user (60%)

Funnel Analyze

Funnel Analyze

The biggest drop is at the Completed Payment stage → only 46% of users actually paid.

An indication that there is a problem in the payment flow: maybe friction when looking for bills, or link-based UX that makes it complicated.

The biggest drop is at the Completed Payment stage → only 46% of users actually paid.

An indication that there is a problem in the payment flow: maybe friction when looking for bills, or link-based UX that makes it complicated.

Returned 7d is higher than completed payment (70% vs 46%).

This means that there are users who may have failed/refused to pay, but still returned to the app. There is another curiosity/value that makes them come back.

Returned 7d is higher than completed payment (70% vs 46%).

This means that there are users who may have failed/refused to pay, but still returned to the app. There is another curiosity/value that makes them come back.

Returned 30d is okay (60%), but definitely not enough for habit-forming.

Returned 30d is okay (60%), but definitely not enough for habit-forming.

by Platform

by Platform

More Android users → higher payment rate + better retention.

More Android users → higher payment rate + better retention.

iOS user payment rate is lower → it could be because their UX expectations are higher (standard usability of iOS apps).

iOS user payment rate is lower → it could be because their UX expectations are higher (standard usability of iOS apps).

by Age Group

by Age Group

25-34→ highest payment rate (probably more often joint venture), but high churn (50%). It could be that frustration in the feature is turning them off.

25-34→ highest payment rate (probably more often joint venture), but high churn (50%). It could be that frustration in the feature is turning them off.

18-24→ moderate payment, lowest churn (23%). They adapt more easily to complicated flow.

18-24→ moderate payment, lowest churn (23%). They adapt more easily to complicated flow.

35-44→ lowest payment, but the longevity is pretty solid (30d = 70% return).

35-44→ lowest payment, but the longevity is pretty solid (30d = 70% return).

Cohort Conclusion

Cohort Conclusion

The most critical target: age 25-34 → they are actually the most potential (frequent payers), but easily frustrated (high churn).

The most critical target: age 25-34 → they are actually the most potential (frequent payers), but easily frustrated (high churn).

Platform: UX improvements should be prioritized on iOS, as their baseline is more demanding.

Platform: UX improvements should be prioritized on iOS, as their baseline is more demanding.

Recommendations

Recommendations

Automatic Redistribution for Custom Amount

Automatic Redistribution for Custom Amount

In-App "Pending Payments" Tab

In-App "Pending Payments" Tab

Habit-forming Cue

Add reminder friendly (Inbox & microcopy)

Habit-forming Cue

Add reminder friendly (Inbox & microcopy)

Implementation Priorities

Implementation Priorities

Fix redistribusi custom amount

Fix redistribusi custom amount

Pending Payments tab

Pending Payments tab

Success Metrics

Success Metrics

The success of this solution will be measured through usability metrics (TSR, Error Rate, Time-to-Task), retention (7d & 30d), and payment completion. The main target is to increase payment completion rate from 46% to 70%+ and decrease first-use churn from 70% to 40%.

The success of this solution will be measured through usability metrics (TSR, Error Rate, Time-to-Task), retention (7d & 30d), and payment completion. The main target is to increase payment completion rate from 46% to 70%+ and decrease first-use churn from 70% to 40%.

Redistribution Custom Amount

Redistribution Custom Amount

Task Success Rate (TSR): % users who successfully completed the custom split without error.

Target: increase from baseline (e.g. 60%) → 90%.

Task Success Rate (TSR): % users who successfully completed the custom split without error.

Target: increase from baseline (e.g. 60%) → 90%.

Error Rate: % The wrong user changes the amount because the total changes.

Target: down >50%.

Error Rate: % The wrong user changes the amount because the total changes.

Target: down >50%.

Time-to-Task

Target: < 15 seconds.

Time-to-Task

Target: < 15 seconds.

User Satisfaction (SUS / CSAT) for this feature.

Target: score ≥ 80/100.

User Satisfaction (SUS / CSAT) for this feature.

Target: score ≥ 80/100.

Pending Payments Tab

Pending Payments Tab

Payment Completion Rate

Target: increase from 46% → 70%+

Payment Completion Rate

Target: increase from 46% → 70%+

Discovery Rate

Target: 90>%

Discovery Rate

Target: 90>%

Time-to-Pay

Target: down 30%

Time-to-Pay

Target: down 30%

Drop-off Rate

Target: down minimal 20%

Drop-off Rate

Target: down minimal 20%

Retention & Habit-Forming

Retention & Habit-Forming

7-day Retention Rate

Target: increase from 70% → 80%+

7-day Retention Rate

Target: increase from 70% → 80%+

30-day Retention Rate

Target: increase from 60% → 70%+

30-day Retention Rate

Target: increase from 60% → 70%+

Churn after First Use

Target: down from 70% → 40%

Churn after First Use

Target: down from 70% → 40%

Business Impact

Business Impact

Average Transaction per User (ATPU)

Target: 25% increase in 1 month

Average Transaction per User (ATPU)

Target: 25% increase in 1 month

Total Split Bill Volume

Target: Significant increase (indication of habit forming)

Total Split Bill Volume

Target: Significant increase (indication of habit forming)

Final Design

Final Design

Coclusion & reflection

Coclusion & reflection

Through this project, I learned that simplifying collaborative payment flows requires balancing usability and user motivation. Despite challenges in low feature engagement, the redesigned Split Bill experience successfully improved task efficiency and encouraged repeated use. This case study reinforced the value of empathy and iteration in creating meaningful financial experiences.

Through this project, I learned that simplifying collaborative payment flows requires balancing usability and user motivation. Despite challenges in low feature engagement, the redesigned Split Bill experience successfully improved task efficiency and encouraged repeated use. This case study reinforced the value of empathy and iteration in creating meaningful financial experiences.

let’s

let’s

let’s

collaborate

collaborate

collaborate

good collaboration will bring rapid progress in the future

good collaboration will bring rapid progress in the future

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